Sunday, July 21, 2024

The Adventure Game Part of D&D Directs the Faction-Driven Wargame Part

I want to amplify a topic recently posted in Bradford C. Walker's substack  entitled Clubhouse Row (Part One: A Proper D&D Club):

The dungeon delving is the side show to the real game, which is the contention between factions vying for dominance over the land. It is a wargame first and an adventure game second.

Specifically, it is a faction-based wargame where Player-vs-Player conflict is core to the game. AD&D1e handles this without needing supplements. The actions of the factions shape the setting, and smaller adventuring bands can take advantage of the liminal spaces between them (literal and metaphorical alike) to seek out their own objectives (often as not found in a dungeon somewhere). [ibid.]

I'm not sure I see D&D as a wargame first, but I definitely see that the adventure game is informing a very different wargame going on behind the DM's screen: One of the most interesting ways in which Dungeons & Dragons retains its war game structure is in the way factions are played especially in old school games. 

A well set-up community has several different factions vying for control and influence over the community. This can be the villains, but it can also be various peaceful groups within the town. 

Sunday, July 7, 2024

Steal This Map!

 Whether or not you are listening to my semi-actual-play podcast Swords Against Madness or not, you might find the map and encounter tables I created for the podcast worth stealing (1 hex = 6 miles).

Nar is the island where the campaign is currently set. A tropical island colonized long ago by a culture of explorers, the Aldi Guilds (inspired by Mystara's Minrothad Guilds), and then abandoned when the motherland suffered an economic collapse.

Thursday, July 4, 2024

My Go-to Pantheon to Plagarize for Fantasy Religions (Majesty)

I am addicted to the process of world-building. Creating new places with interesting cultures, unusual people, and compelling disasters is something I never get tired of. I have home-brewed dozens of worlds.

In fact, if I have a weakness, it is that I have a hard time staying happy with a world for very long. It is a rare thing if I keep a world running across multiple campaigns. There have been only two of my home-brewed worlds that have seen more than one campaign.

Building worlds and hacking a game to make it fit that world give me incredible pleasure... except for one pain in my rear end: gods. I have had a terrible time in the past coming up with gods. I don't generally like using real-world pantheons for a number of reasons. I have used the Greyhawk, Eberron, or Golarion pantheons from time to time... but they have some pretty significant limitations to them:

Tuesday, July 2, 2024

Tailoring a Campaign: My Player Resource for Running Hot Springs Island

I am in the process of setting up for my Summer game of Hot Springs Island. One of the first things I wanted to do aside from sending out the pitch document that I shared with you last week, was to write a guide for the players. This guide had to tackle some basic tasks:

  1. Cover how to make a character
  2. Reiterate at least some of the house rules in the pitch document.
  3. Expand on the information in the pitch for players who have bought in.
  4. Add in any new content relevant to the players.

So I started by reiterating my character generation process. I added in firearm rules cribbed from Lamentations of the Flame Princess, and a gear list that brings the characters into the 17th century, including some era-appropriate armour and equipment.

Saturday, June 29, 2024

Trans-Real News is Complete at 41 (Gamable) Episodes

I wanted to point my readers once more to my podcast Trans-Real News. It is one of the main reasons why this blog is being so scant lately. And I hope that you will find that it was a worthy diversion. It is now complete with 41 episodes averaging about 8 minutes in length.

Trans-Real news is my surreal science fantasy comedy audio drama. It follows the lives of the cast of a daily news show as they attempt to report on a world where time, space, and reality has malfunctioned. Please to things like rampaging hordes of barbarians coming back through time too eliminate people they think made humanity weaker, much of the Monterey Bay area of Northern California turning into a swamp full of Carboniferous life forms, Los Angeles turning into a shining 1950 science fiction-style Utopia, and a hive mind of talking insects taking over hollywood. 

If I were to try to describe it, I might do so as a Murphy Brown and meats Bill & Ted, while a selection of comics from Heavy Metal play out in the background. 

Throughout the series, I make a lot of references to Dungeons & Dragons. There are even a couple of scenes of the characters playing it. And one of the things I have tried to do with it is make sure that it is gamable.:

I tried to create a podcast where every episode might give a dungeon master six or seven new ideas for adventure hooks or strange events in their campaign world. 

Throughout it, I also  did a lot of World-Building, and there is definitely a setting all its own there where modern people are facing fantasy and science fiction dangers while trying to learn to navigate time travel, alternate dimensions, and the world where magic is coming into its own. 

It is my intention to start working on a setting book for it based on an in-world book a couple of the recurring characters wrote. I would love feedback from my readers as to whether or not this is something they would be interested in. 

I will post the trailer here. You can find it on most of your podcatchers, such as spotify, youtube, Podcast Addict, and itunes. 


If you have a few hours to spare, I would love to have a chance to entertain you!

Tuesday, June 25, 2024

Example of Tailoring A Campaign: My Summer Vacation Game


I've recently experienced a severe stall in my Silver Gull campaign.. a couple of my players suffer from chronic illnesses that have been bad lately, and they haven't been able to make it. While my campaign is normally run in one to one time, my players aren't really interested in playing unless they have the full group available. Another of my players has a psychological block when it comes to trying to run multiple characters at once. He simply isn't able to do it, and so it doesn't want to start anything on the side. 

The end result is that my players have needed to move to a pause time model of play, and then we have been unable to play simply because some of my players are being too sick.

I'm not willing to give up on the Silver Gull. This campaign has been one of the most enjoyable I've ever run. And, in spite of stalls and brakes, the player characters are now sitting between 7th and 10th level depending on class. They have intrigues, long term goals, romances, sworn enemies, holy missions, and are building towards a dominion now. 

But I get the feeling that things are not going to work themselves out for another few months.

And so, I've decided that for the Summer I'm going to be running something a little different. And this is where tailoring your game to the campaign is absolutely vital.

Monday, June 17, 2024

Game Review: Hero Quest (2021)

Creator:
Stephen Baker
Publisher: Avalon Hill
System: Hero Quest
Marketplace: Amazon

I received a copy of Hero Quest (1989) for my birthday when I was 11. A product of Milton Bradley in conjunction with Games Workshop, it was designed as a tool for introducing young people to the concepts of role-playing games, but with minimal amounts of the play-acting and dramatic storytelling.
Hero Quest consisted of a board, and a collection of minis and frogs, along with cardboard tiles and specialized diced resolve combat. The combat system was loosely based on Warhammer Fantasy Battles, with various icons on the dice representing one and six, two and six, and three and six chances of success on a d6 roll.

The symbols were variously a skull to represent a wound (3 in 6), a shield to represent a hero deflecting an attack (2 in 6), or a skull to represent a non-heroic unit deflecting an attack (1 in 6). 

Original 1989 box